Inspiration
I was inspired by Bosca Ceoil and the joy of making music feel playful rather than technical. I wanted to explore what happens when music composition is embedded directly into gameplay—where movement, timing, and even mistakes become part of the sound. The goal was to turn a stressful runner into a creative instrument.
What it does
Rhythm of Your Journey is a retro-style endless runner where every jump places musical notes. As the player moves forward, looping soundscapes are built across steps and lanes in real time. Dodging obstacles, timing jumps, and surviving longer directly shape the music, which can be recorded and exported at the end of a run.
How I built it
I built the game using JavaScript and HTML5 Canvas for rendering and physics, with Tone.js handling real-time audio synthesis, looping, and recording. The visual style uses layered parallax backgrounds and a parchment-inspired UI, while the music grid logic is tightly synced to player movement and game timing.
Challenges I ran into
Synchronizing gameplay, visuals, and audio in real time was challenging—especially ensuring musical timing stayed consistent as the game sped up. Managing canvas scaling, fullscreen support, and browser audio restrictions (which require user interaction to start sound) was another major hurdle.
Accomplishments that I'm proud of
I’m proud of creating a game that feels both fun to play and rewarding to listen to. The seamless fusion of platforming and music creation, exportable audio recordings, dynamic parallax visuals, and a cohesive retro aesthetic came together into a polished experience within hackathon constraints.
What I learned
I learned a lot about real-time audio systems in the browser, synchronizing game loops with music timing, and designing interactions where failure is still creatively meaningful. I also gained experience balancing performance, visuals, and sound in a single-canvas game.
What's next for Rhythm of Your Journey
Next, I plan to add more instruments, procedural enemy patterns tied to rhythm, difficulty scaling based on musical complexity, and possibly collaborative or competitive modes where multiple players influence the same composition.
Built With
- html5canvas
- javascript
- tone.js
Log in or sign up for Devpost to join the conversation.